Okay, well let's put an armor roll at six. If I roll a five, I only get to target something within one inch. That's fine. However if I roll a two, suddenly I've quadrupled my range and can choose from a slew of targets within 4".

Oh wait, hold on I think I see the miscommunication: here I'm thinking that you resolve a whole new attack against the next target, but you still use the original damage roll so that actually balances it back out (somewhat).

Still, I could see someone targeting a heavy tank or something and abusing that pretty har. Say something like 18 damage rolled vs. 31 armor: That leaves 17 damage to be dealt to any target within 13 inches, which is more than enough to slay a hero. I'd recommend adding another use roll in there if I didn't immediately forsee that as an extra step that slows the game down even further.

That was kind of the idea behind it. You bounce a shot off of something hard to hit a target around a corner. Once the shot punches through something's armor, it stops. And it was meant to be added to guns wielded by minifigs, so 18 damage would be kind of hard to pull off.

Another random idea that just came to mind. Might as well post it here.Recoil isn't a thing in Brikwars, but what if there was a weapon that did nothing BUT recoil?Instead of damaging a target, it could be used to push minifigs a number of inches. A minifig could fire behind them to propel themselves forward, or at the ground to launch themselves into the air. If it were fired at another minifig, both the user and the target would be blown back.Alternatively, a minifig could spend their move to plant their feet on the ground and reduce their launch distance equal to their speed and transfer those inches to whatever they're aiming at.

Gungnir wrote:Another random idea that just came to mind. Might as well post it here.Recoil isn't a thing in Brikwars, but what if there was a weapon that did nothing BUT recoil?Instead of damaging a target, it could be used to push minifigs a number of inches. A minifig could fire behind them to propel themselves forward, or at the ground to launch themselves into the air. If it were fired at another minifig, both the user and the target would be blown back.Alternatively, a minifig could spend their move to plant their feet on the ground and reduce their launch distance equal to their speed and transfer those inches to whatever they're aiming at.

Stat it with SN movement dice for thrust, projected at a certain point.

Gungnir wrote:Another random idea that just came to mind. Might as well post it here.Recoil isn't a thing in Brikwars, but what if there was a weapon that did nothing BUT recoil?Instead of damaging a target, it could be used to push minifigs a number of inches. A minifig could fire behind them to propel themselves forward, or at the ground to launch themselves into the air. If it were fired at another minifig, both the user and the target would be blown back.Alternatively, a minifig could spend their move to plant their feet on the ground and reduce their launch distance equal to their speed and transfer those inches to whatever they're aiming at.

Actually, Brikwars does have rules for recoil, off in a little sidebar in Chapter 8, but they're rarely used, since creations tend to have mostly proportional weapons.

2010 Rules, Chapter 8 wrote:RecoilThe recoil from firing a gun that's Too Big may cause an inch of KnockBack to the Creation for every two inches of Weapon Size (5.4: Charge!). Creations that start with guns that are Too Big are designed in such a way that the recoil will push them backwards without knocking them over, but a jury-rigged gun, or one that becomes Too Big due to Size Damage on the Creation, has the potential to upend it.

So firing a 1" KnockBack Gun at a fig 3" away will result in 1d8-2" of KnockBack (taking into account the additional KnockBack inch against minifigs or smaller targets.). POPs may be used as normal to resist KnockBack, as can Steady Footing. Being thrown over 4" results in Collisions, with potential for damage, as normal.

Firing at a fixed object (typically a wall or the ground), will result in the wielder getting thrust the resultant inches in the opposite direction. Again, firing a 1" KnockBack Gun at a fixed target 3" away will result in 1d8-3" of opposing Thrust.

The way I see it, just treat it like any ranged weapon, except instead of doing damage it just does that many dice in knockback. If the weilder is stationary or using a weapon equal or less than their current size, they don't get knocked back half of the distance the target was.

IVhorseman wrote:Wow, that is far more complicated than I would have statted it.

The way I see it, just treat it like any ranged weapon, except instead of doing damage it just does that many dice in knockback. If the weilder is stationary or using a weapon equal or less than their current size, they don't get knocked back half of the distance the target was.

This. I want it to be as simple as possible.It was originally based on the Stuntman's gun from No Time To Explain, but with the added benefit of knocking other minifigs from high places or into field hazards.

IVhorseman wrote:Wow, that is far more complicated than I would have statted it.

Well, like I said, it is just a rough draft - there may be more streamlining after playtesting.

IVhorseman wrote:The way I see it, just treat it like any ranged weapon, except instead of doing damage it just does that many dice in knockback.

That's pretty much what I did. I took the BlastGun Stats, and in place of damage had it do that many inches of Thrust instead. The bit between the scalable version and the Bastard version is just clarification.

I suppose if you wanted to apply it to a regular gun and use a d6 instead, that could be fine too. It's just to me, using a BlastGun as the base seemed thematically appropriate (see sonic shotgun from Minority Report, above).

Gungnir wrote:knocking other minifigs from high places or into field hazards.

Voin wrote:I suppose if you wanted to apply it to a regular gun and use a d6 instead, that could be fine too. It's just to me, using a BlastGun as the base seemed thematically appropriate (see sonic shotgun from Minority Report, above).

I don't like the blastgun base because of the d8 for damage. Not only are you reducing knockback the further away you're standing from the target (which is silly IMO since the goal is to just push instead of do damage), but you also get weird interactions between multiple targets within the firing cone of a d8 and a bunch of other stuff that would slow the game down too much in actual practice. If you still want to use the shotgun base then just use a shotgun base - just replace all damage with knockback inches and you're good to go. Instead of pigeonholing the weapon to fit a certain archetype, I'd much prefer to keep it as open-ended as possible to allow for stupid things like thrust-only explosives.

Koincidentially, converting damage to knockback inches probably doesn't need an associated CP cost, since you're directly trading a positive attribute (push when needed) for a negative one (no more damage).

But yeah, you've got a good point - any and all damage could be freely traded in for inches of KnockBack. Heck, you could even have a KnockBack hazard field that represents trampolines or a gravitic repulsor field.

The reason I put the distance thing in is because I figured the further away you are from the surface you want to blast off of, the less reactionary force you're going to get.